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#31
Colonial Space Map Discussion / Re: Custom Map #5491: Ridle. ...
Last post by toolforger - January 06, 2026, 07:49:39 AM
Pretty tricky start, but straightforward afterwards.

Getting the tech:
Spoiler
Just land a CN nearby. Some of the caches already have the necessary collector/relay.
You can land on creeper. The CN will survive for a while.
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Landfall:
Spoiler
Put the nullifier on the island, power it via guppy from creeper-infested land. The guppy will survive for a while, you can choose if you let it return and heal before it dies, or let it die and rebuild.
You'll need to land two cannons for actual landfall.
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Energy shortage:
Spoiler
You can afford three, maybe four cannons. There are three stacked terps on the small island, you can power them from the right and create flat space for a CN to land, build collectors and two guppies to help power the actual front. This will allow five cannons, barely.
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Reaching the second emitter:

Spoiler
Five cannons are barely not enough for the final push, but a shield will help just enough.
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I didn't use the mortar tech, just clearing out the creeper with Berthas and the cannons proved to be easy enough.
#32
Colonial Space Map Discussion / Re: Custom Map #11636: Implode...
Last post by rennervate - January 06, 2026, 06:43:22 AM
Definitely 11/10... :-)
because of the originality. Great map. Thank you so much for making it. It's taking a while...
#33
Colonial Space Map Discussion / Re: Custom Map #11665: Sequins...
Last post by Johnny Haywire - January 05, 2026, 06:53:45 PM
Yeah, that'd definitely work. I love timing the spores so they all hit at exactly the same time, but if every PZ also had a beam there's no way that'd work. Not a big fan of hidden units, but on a PAC it makes sense. If you don't hide the units, there area  lot more PZ's for the player to use which would make it too easy.

Thanks for the tip! =)
#34
Colonial Space Map Discussion / Re: Custom Map #48: Natlan
Last post by Johnny Haywire - January 05, 2026, 06:49:50 PM
Quote from: rennervate on January 04, 2026, 07:13:36 AMGreat map! Thanks Martin for the tip.

Martin? I've never been so insulted in my life! Well, actually maybe I have. Ok, yeah now that I think about it I've been called worse but I mean still, that's pretty low. What's next? Sorrontis? =P
#35
Colonial Space Map Discussion / Re: Custom Map #4380: Experime...
Last post by Johnny Haywire - January 05, 2026, 06:45:02 PM
Very nice speedrun map, if you like that sorta thing.

I'm glad I didn't look at the forums first - managed a decent time all by me onesies on my first try. I see how Dom got his time though since I probably built about 10 nullifiers and tons of other unnecessary stuff.

If you like a good speedrun, you should try this one. If you beat my time, I'll buy you a faster blue turning looker idea.

Thanks for the map! =)
#36
Farsite Colonies / Custom Map #5941: Two Islands....
Last post by AutoPost - January 04, 2026, 10:59:07 AM
This topic is for discussion of map #5941: Two Islands


Author: Bob
Size: 320x200
DISCUSS ON DISCORD
#37
Colonial Space Map Discussion / Re: Custom Map #48: Natlan
Last post by rennervate - January 04, 2026, 07:13:36 AM
Great map! Thanks Martin for the tip.
#38
Colonial Space Map Discussion / Re: Custom Map #11663: Sequins...
Last post by Lore - January 03, 2026, 07:01:34 PM
Quote from: Johnny Haywire on January 03, 2026, 03:16:35 PMJust assumed he had beams in just about every PZ because they're all hidden.

Spoiler
On this map there were actually only beamers on the second and last islands, and they are all singles.
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#39
Colonial Space Map Discussion / Re: Custom Map #11665: Sequins...
Last post by Lore - January 03, 2026, 06:59:10 PM
Quote from: Johnny Haywire on January 03, 2026, 11:20:44 AMThe one strategic element that's removed, unfortunately, is spores.

A single PZ beamer can be drained of energy by enough spores ;)

My strategy remained pretty much unchanged, just a bit slower.

Spoiler
A sneaky bridge in the top section to the second island and then barreling across the top once you have enough spores to break a PZ beamer
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#40
Colonial Space Map Discussion / Re: Custom Map #11663: Sequins...
Last post by Johnny Haywire - January 03, 2026, 03:16:35 PM
Quote from: Martin Gronsdal on January 02, 2026, 05:05:36 AMTotally agree with Johnny here. On this map, spores are amazing. At some point I stopped building emitters and switched to spore towers, just for the sadistic satisfaction of watching the enemy's energy get starved, so their beams sat there without ammo, allowing my spores to advance closer and closer to the CNs.

Oh, interesting. I didn't use any spores at all until I got to the final row. Maybe if he makes a third version of this I'll try some spores. Just assumed he had beams in just about every PZ because they're all hidden.